Sabindeus wrote:I am so happy they didn't throw Final Fantasy in as the BGM for this the way they did in the original trailer from a while ago... that angered me so much.

Throwing the Prelude in at the end? Eeeehhhhhh it doesn't sit well with me but I'll allow it.

When they showed that map in the beginning it made me think to myself... Man, if they made an Ivalice MMO, I would subscribe to that immediately and without hesitation.

Anyway... I never got into FFXI and I expect that trying to get into it now would just be an exercise in futility... maybe I should try this one?

You can play with me!

If you wanna try it you have a few weeks to think of a kick ass first and last name, since you have to have that in this game. Aergis already picked the perfect name but it's under rank 5 classification and if I tell you I'll have to lock you away until the game comes out.

I'll keep an eye out though and re-post once it's up or they present another way to do it. If you had signed up for the closed beta you wouldn't need to re-sign up for open beta though, it would automatically put you in the pool.

While the game looks very nice graphically, the one thing that concerns me is the fatigue system they implemented. I had pre-ordered, but now am deciding whether I should cancel it or not. Basically, the fatigue system limits you to how much exp you can get in a week? It says for the first 8 hours of play you get 100% exp, then gradually over the next 7 it decreases to 0. This is not in one session, but rather a weeks time as I understand it, then it resets when timers up.

This seems very bad to me, if you are familiar with how FFXI played out, a lot of time was spent sitting in a major city spamming LFG to find a group to slowly grind exp and very very long and risky traveling from zone to zone. If that is the case in FFXIV, then it'd be very difficult to actually level when you factor in things like sitting lfg, travelling by foot to one zone, crafting, etc.

Nothan wrote:While the game looks very nice graphically, the one thing that concerns me is the fatigue system they implemented. I had pre-ordered, but now am deciding whether I should cancel it or not. Basically, the fatigue system limits you to how much exp you can get in a week? It says for the first 8 hours of play you get 100% exp, then gradually over the next 7 it decreases to 0. This is not in one session, but rather a weeks time as I understand it, then it resets when timers up.

This seems very bad to me, if you are familiar with how FFXI played out, a lot of time was spent sitting in a major city spamming LFG to find a group to slowly grind exp and very very long and risky traveling from zone to zone. If that is the case in FFXIV, then it'd be very difficult to actually level when you factor in things like sitting lfg, travelling by foot to one zone, crafting, etc.

No the dev team did a translation straight from them to explain this, as it stands now the "fatigue" system works like this:

Nobuaki Komoto wrote:Once again, we would like to thank you all for your participation and support during the Closed Beta. We will continue to take your valuable feedback into consideration as we develop the game during Open Beta and even beyond the official release.

Now I would like to take a moment to respond to the many questions and opinions regarding the manner in and rates at which experience and skill points are obtained in Beta 3.

Firstly, the concept for FINAL FANTASY XIV was to design a system of character progression that offers meaningful advancement for those with limited time to dedicate to playing. We did not want to create a game that forced people to play for hours on end to see their efforts rewarded. To that end, in addition to the Guardian's Aspect and guildleve systems, we introduced a means of apportioning swifter advancement to shorter periods of play.

In order to achieve this balance, we calculated a value for the amount of skill or experience points that could be earned in a one-hour period. This theoretical value represents an hour spent engaged solely in combat, levequests, or any other activities that earn skill or experience points, and sets a threshold delimiting how many of these points can be earned in a period of play.

Based on this, we have implemented a “threshold value” concept. These thresholds are regulated by a one-week timer that begins counting down the instant you earn skill/experience points. After a week has passed, the thresholds will reset, and the moment skill/experience points are earned again, the timer begins counting down anew.

For the first eight thresholds during this week-long period, players will receive skill/experience points at the maximum rate possible. The actual amount of time spent reaching these thresholds is not significant. That is to say, a player who exceeds eight hours of gameplay will still be rewarded the maximum amount of skill/experience points, so long as the total amount earned is below the eighth threshold value. For the subsequent seven thresholds, players will earn skill/experience points at a gradually decreasing rate, eventually reaching a rate of zero.

It is worth noting, however, that the reduced rate will also gradually recover while players are engaged in activities that do not yield skill/experience points. In this manner, it is possible for the threshold value to reset completely, even before the completion of the one-week timer.

Any skill points earned in excess of the threshold maximum—that is, at a rate of zero—will be stored as "bonus skill points." These are specific to each class, so players limited to earning bonus skill points still have the freedom to change classes and begin earning skill points again at the maximum rate, allowing their reduced skill rates to recover in the meantime.

The experience point threshold, however, is unrelated to class, and switching classes will have no effect on the decreasing rate of earnable experience.

This is how the progression system currently works.

This system was not introduced in Beta 3, but has been in place since the beginning of beta testing. There are several reasons why many people believe that these features were only recently implemented:

- Leading into Beta 3, operation hours were extended, making it possible to play more often during the span of a week.- To encourage players to form guidleve parties in Beta 3, skill and experience point rewards for guildleves were significantly increased.- The process that reduced the amount of skill/experience points awarded for weak enemies attacking in groups was unintentionally removed at the start of Beta 3. (This issue has been addressed.)

That last reason in particular was the biggest cause for players running up against the threshold penalty, with characters earning far more skill/experience points than we anticipated. We also faced an issue where we were simultaneously unable to adjust the amount earned for guildleves as well as the effects of crossing each threshold.

We sincerely apologize for the lack of explanation and our failure to make the necessary adjustments in the game.

The threshold values are being reexamined, and we plan to further adjust the different rates of earnable points based on feedback from our testers. One of the top issues we are looking at right now is fixing the excessively rapid drop after crossing the eighth threshold. We also plan to improve experience point reduction rates, even more so than for skill points, considering the threshold is unaffected when changing class.

At the very least, we can promise that players won't be running into the threshold penalty in the same short time span as they did in the beginning of Beta 3.

We would like to take this opportunity to also explain the following issues.

The diminishing results experienced during gathering are a function related to that class alone, and have no connection to this progression system. We are in the process of adjusting this system, and plan to make changes based on tester feedback.

We are currently in the process of considering the means in which bonus skill points can be used. There have been suggestions for various types of incentives, but as encouraging people to play with that in mind defeats the purpose of this threshold system, we will be examining this issue very carefully.

These are not the only adjustments we have planned for Open Beta. As mentioned previously, we are looking into increasing the amount of skill points earned when fighting in a party, and we look forward to seeing your input on these changes.

Last of all, I would like to apologize for the delay in releasing a developer's comment due to my recent attendance to Gamescom. The article based on my interview during that trip, coupled with conjecture, outdated information, and some misunderstandings on overseas websites, only added to the confusion. In the future, I hope to avoid similar problems by responding directly through official developer's comments as often as possible. Thank you for your understanding.

See you in the Open Beta Testing!

FINAL FANTASY XIV DirectorNobuaki Komoto

So essentially it will take a long time for you to actively XP to even reach the threshold. And it's set like a timer, any time you travel or rest or log out or go do something else that is not gaining XP the timer goes back and you later are able to gain more XP. The 7 day timer is only a hard reset, kinda like dungeons in WoW, lets say every Tuesday, no matter where you "fatigue" status is it will auto reset, but during the week you can always pull back the timer if you are not gaining XP.

Also that's per job, so you can switch jobs at any time and start gaining skill point XP at 100% right away, all it is is switching your weapon.

From the math people have done on the boards, you have to play like 12 hours straight the same class (or more time i think) for the threshold to be maxed out. I doubt someone will do that, they do have to sleep, eat and log out at some point and the timer starts ticking back as soon as you get your last XP.

Last edited by Thalia on Fri Aug 27, 2010 3:43 pm, edited 1 time in total.

Sabindeus wrote:I also read the game has a lot more to offer solo play than XI did though?

Yes they want to make it "casual" friendly too. But a lot of the "hardcore" players are crying now that they are giving people who don't play a lot incentives to "catch" up i think Level wise to the hardcore. But from what I have read, the devs want to give the solo people or casuals a rewarding experience too, though they have also many things in mind for "hardcore" players.

Last edited by Thalia on Fri Aug 27, 2010 4:08 pm, edited 1 time in total.

a bunch of old ffxi buddies, and current wow buddies are getting back together for ffxiv. I'm hoping to maybe populate a server with as many non-retards as possible. Even if we're not in the same linkshell, it would be nice to have good players hanging around.

We already have quite a few ppl hanging out from tankspot, it seems. Not really recruiting for our shell, but just letting ya'll know about it, and it would be nice to get some good people to hang with if we can manage to communicate well enough to all get on the same server.

I'm pretty sure we are going to make "Emperor" server our home, since that's already our Beta server. Though for Open Beta I think we can switch, then transfer our names to the Client when it comes out.

But seriously, he lives 3 hours away and his house has like a million animals in it. It is sad times, because that man's abusively codependent relationship with FFXI and Ultima Online is always a fun topic. He would make huge contortions of logic to try to defend his pet games instead of saying "You know what, these games do suck, but I think they are satisfying and I am playing them."